218 lines
6.4 KiB
C#
218 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Events;
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[RequireComponent(typeof(NPC))]
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public class DialogueManager : MonoBehaviour
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{
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[SerializeField]
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public string SpeakerName;
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[SerializeField]
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public LanguageDetector<MultiDialogue> languageDetector;
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/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
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[SerializeField]
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public MultiDialogue Dialogue;
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// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
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public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
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[SerializeField] public KeyCode keyToOpen = KeyCode.E;
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public bool CanBeOpened = true;
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/// <summary>
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/// This flag tell that manager will open dialogue automatically after
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/// - beeing in collision range
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/// - when dialogue is closed
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/// - when Player press KeyToOpen button
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///
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/// Change var status in other sctipt if you want to use other triggers to open dialogue
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/// </summary>
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public bool OpenInDefaultWay = true;
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public virtual void Start()
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{
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if (languageDetector.InstanceTemplates.Count() > 0)
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{
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// create and config dailogue
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CreateInstanceBasedOnLanguage();
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Dialogue.BuildCurrentDialogue();
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}
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}
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public virtual void Update()
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{
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if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
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{
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if (languageDetector.InstanceTemplates.Count() > 0)
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{
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// create and config dailogue
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CreateInstanceBasedOnLanguage();
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Dialogue.BuildCurrentDialogue();
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}
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OpenDialoguePanel();
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}
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}
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public virtual void OnTriggerEnter2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (ComponentEnabledCondition())
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return;
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if (collision.gameObject.tag == "Player")
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{
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CanBeOpened = true;
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}
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}
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public virtual void OnTriggerExit2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (ComponentEnabledCondition())
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return;
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if (collision.gameObject.tag == "Player")
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{
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CanBeOpened = false;
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// Shop dont have dialoge in this script but in its own one
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// TODO change - pass eachd ialogue to this script and use conditions from child class
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if (Dialogue != null && GetCurrentDialoguePanelStatus())
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{
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Dialogue.BreakDialogueStep();
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}
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}
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}
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public virtual void CreateInstanceBasedOnLanguage()
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{
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// DONT CLONE TO HAVE CONSTANT DATA - init - deep copy - to prevent overwritting chil;dern :D
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Dialogue = languageDetector.DetectInstanceBasedOnLanguage();
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Dialogue.ResetDialogue();
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/* var cloneDialogues = new List<IndexValuePair<int, Dialogue>>(Dialogue.Dialogues);
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Dialogue.Dialogues.Clear();
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foreach (var dial in cloneDialogues)
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{
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Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
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}*/
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if(gameObject.GetComponent<NPC>().Name != null && gameObject.GetComponent<NPC>().Name != "")
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{
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Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().Name);
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}
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else
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{
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Dialogue.SetSpeakerName(PlayerPrefs.GetString("name"));
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}
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// Bind setted actions
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BindEndActionsToDialogues();
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// Add one more action - to reset proggress
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Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(dial.Value.ResetDialogue)); // reset dial
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}
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#region Open Panel API
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public void OpenDialoguePanel()
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{
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if(OpenPanelCondition())
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{
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gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
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}
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}
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public virtual bool OpenPanelCondition()
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{
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/*
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* Conditions:
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* - player is in collision range
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* - panel assigned to next sentence in dialogue must be closed
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*/
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return IsInRangeCondition() && !GetCurrentDialoguePanelStatus();
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}
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public bool IsInRangeCondition()
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{
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return CanBeOpened;
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}
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protected virtual bool ComponentEnabledCondition()
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{
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return !gameObject.GetComponent<DialogueManager>().enabled;
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}
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#endregion
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/// <summary>
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/// Opened = 1
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/// Closed = 0
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/// </summary>
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/// <returns></returns>
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public virtual bool GetCurrentDialoguePanelStatus()
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{
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var multiDialStatius = Dialogue.DialogueStepStatus();
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// parse result (dialoge no, step no)
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// dialogue not exist - finished
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// dialoge exists & step no > steps sum - finished
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// dialoge no exists && step no exists - not finished - check panel status
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if(!Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).Any())
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return false;
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var fixedDialogue = Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).First().Value;
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if (fixedDialogue.CurrentStep >= fixedDialogue.DialogueSteps.Count())
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return false;
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// CONTINUE dont increment counter - only mark checkboxes
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if (fixedDialogue
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.DialogueSteps
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.Where(step => step.WasDisplayed == false)
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.ToArray()
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.Count() == 0)
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return false;
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// when we are here we can be sure given points are correct
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return Dialogue
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.Dialogues
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.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
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.First()
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.Value
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.DialogueSteps
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.ElementAtOrDefault(multiDialStatius.Item2)
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.DialogueController.CurrentPanel != null;
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}
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public void BindEndActionsToDialogues()
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{
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foreach(var finalAction in EndactionEventList)
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{
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// finalAction.Key.Key | .Value/
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Dialogue
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.Dialogues
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.Where(dial => dial.Key == finalAction.Key.Key)
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.FirstOrDefault()
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.Value
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.DialogueSteps
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.ElementAtOrDefault(finalAction.Key.Value)
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.SetActionAfterDialogueStep(finalAction.Value)
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;
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}
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}
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}
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